|CoV breakings news|
|Posted: Tilanus Commodor @ Sun Jan 31, 2016 6:21 pm|
|Dear NE fans,
I tell you these very BREAKING NEWS with both a laughing and a crying eye.
First the GOOD NEWS: The issue of missing AI players/civs and Homecity creation has finally been resolved! The credit for this great achievement in AoE3 modding goes to kangcliff, the programming genius of NE and Daniel Pereira from WoL.
Now the BAD NEWS: This technical breakthrough makes our beautiful Congress of Vienna obsolete and therefore the further development of the CoV will be cancelled for now. Unless, we find another use that makes it worth picking up the work again..
What does it mean for the further development of NE?
Good things. This (CoV breaking) news brings us back into a position where we can release. So a release of NE 2.1.8 is now more likely to happen.
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|Modding Report #26 - End of the year 2015|
|Posted: Tilanus Commodor @ Wed Dec 30, 2015 9:56 pm|
2015 has been a silent year for NE as we've sadly had no releases, but you people certainly still had a good year with all the great games, movies and music albums having been released 2015, right?
(AoE2 HD: African Kingdoms anyone?)
In this report I'll let you know what we've been working on this year and what's next to come:
Further infos on what NE 2.1.8 will contain will be coming in January 2016. But for now, let's all end 2015 with a nice NE screenshot of ..
The NE team wishes all of you a happy new year 2016!
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|Posted: Tilanus Commodor @ Fri Dec 25, 2015 1:56 pm|
Santa Clauses and their animal servants guarding the Christmas tree and its beloved gifts!
The elite of Santa Grenadiers is engaging with their dangerous christmas baubles!
Santa Clauses going mad over protecting the gifts from these greedy, materialistic people!
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|Modding Report #25 - New Archers|
|Posted: Tilanus Commodor @ Sun Sep 27, 2015 3:40 pm|
In this report we'll introduce you to a new shared unit, the Archer! He is the counterpart of arquebusier, crossbowman and skirmisher for the Muslim civilizations.
Despite being renowned as the “gunpowder empires” in history the Ottomans, Safavids and Mughals still deployed a lot of archers on their military campaigns. Armed with a composite bow instead of heavy firearms archers were very agile troops. Mastering the bow was evidently harder than learning to fire an arquebus, but archery has been an elemental martial discipline in the East and West Asian populations ever since. Thus the supply of skilled bowmen was in these countries contrary to Europe de facto unlikely to decline.
So the plan is to give the Archer to the Ottomans, Persians and also the Indians at a later point in time. It may also be available for other civs through HC cards or Church techs. You might be surprised about an archaic unit like the Archer going to be added to the mod in the actual, ongoing process to modernize or napoleonize the civs. The coverage of infantry archers in major civilizations is already quite remarkable if you consider the Japanese Yumi, the Chinese Chu Ko Nu, the British Longbowman and finally all the TWC archer units. But well, who says these civs are always going to stay like this, right?
We always felt that the muslim civs deserve archaic skirmishers much more than the European civs, which do use Crossbowmen and Arquebusiers. We love civilizations having gameplay that emerges from the units they did field in historical reality and Ottomans without Archers are actually like British without Musketeers. Also it's almost needless to say that everyone loves being able to train cheap archaic troops early on in order to bolster a rush or the counter-rush army.
Archers are archaic units just like Crossbowmen and Arquebusiers and thus can get upgraded only once, except there is a royal guard upgrade available. They are good at countering light cavalry such as Dragoons and heavy infantry like Musketeers or Pikemen. Here are the current (!) stats of the archer compared with those of Longbowmen, Crossbowmen, Arquebusiers and the also upcoming Desert Archer mercenary:
As you can see Archers reload faster than any other unit and are pretty quick with their feet as well. He costs a bit more wood than the other units, that's because he's probably gonna fire a lot of arrows per minute.
What you cannot see within the table is that the siege attack of the Archer has a range of 10, which does in combination with the increased rate of fire and comparably high siege damage turn the Archer into a good unit for early raids. In some way he also takes the pikeman's job in that regard, which Ottomans, Indians and Persians do not possess. The already existing units of Ottomans and Indians will be rebalanced accordingly once the Archer is applied to them.
Finally it's obvious that the Archer has few hitpoints and won't be able to survive charges of melee troops even though his melee stats aren't that bad for an archaic ranged infantry unit.
This screenshot depicting muslim outlaws also features Bandit Archers on bottom,
which will appear in NE 2.2 as treasure guardians
While Desert Archers (Mercenaries), Bandit Archers (Guardians) and Persians will be introduced to NE only in NE 2.2 the Ottomans will get the Archer already in the next version, NE 2.1.8 and thus earlier than originally planned!
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|Modding Report #24 - CoV Teaser|
|Posted: Tilanus Commodor @ Thu Sep 10, 2015 6:10 pm|
|Hello Ladies! And pals. What's up?
Welcome to a new series of modding reports!
I hope you've all enjoyed the summer sun and have cooled down enough to be prepared for the hot news around the Napoleonic Era mod for Age of Empires III!
Not only Napoleonic Era, but also me as its leader were and are off to new shores. Early that year I started working as a game designer and have been working on several small mobile game productions, among them a free 'Snake' remake that's (yet) called Whiz Worm. You may try, enjoy and rate up the app for iOS and Android.
As for the mod's concern let's go on with Napoleonic businesses after this 'shameless self-promotion'!
Current version: 2.1.7b
As announced earlier, we decided to make smaller but more frequent reports. NE 2.1.8 will be our next version and mainly evolve around the release of a new tool programmed by kangcliff and designed by me, Tilanus. Ladies and Gentlemen, Napoleonitas and Napoleons, let me present you ..
ABOUT THE TOOL
Some might still wonder: Nice, but ... what will it do?
Well, AoE3 with both expansions supports only 14 active civs at a time, you can not have more. The CoV lets you choose which civs you want to be active, so the AI can use those and you can create new homecities for them.
So far, we could only provide you with pre-created homecities for the lacking civs for use in singleplayer. We've received quite numerous questions regarding missing civilizations in the past. Therefore the Congress of Vienna will finally address and fix this major deficit!
Me and kangcliff put a lot of efforts into making the tool as easy to use as possible. We wanted everything to be visible in one window and not cascade dozens of dropdown menus, extra windows, tabs for funky fancy extra features. The selection mechanism for civs should both, look and feel good. Even though the CoV comes with a couple of smart additions, its design and look stays slim and spartan.
The CoV allows you to:
You always need to have selected 14 civs to be able to start the game, otherwise the Play button won't be clickable. For those of you who would like to know more about how the CoV works in detail, I've just uploaded the technical documentation sheet I was elaborating for internal use by kangcliff.
The preview function is meant to be a last control entity since we don't intend to add a save/load function. That's both, because those functions would overload the design and because the tool already allows you to change and correct the civ selection to your likings very fast. The preview lists precisely which civs are, which are no longer and which are still going to be available as you agree to the selection. You can turn this feature off if you don't need it. It's supposed to look like this:
Each of the 7 premade themes contain 14 civs chosen by a certain topic. So whenever you click a theme, it will replace your whole current selection. As you hover a theme icon with your mouse cursor, the CoV will highlight the changes that will occur to your present selection. For example, all previously selected civs that are not featured within a set will be flagged with a red tick while those that are going to be added will receive a white, transparent tick (see the technical documentation for more details).
The 7 themes and civilizations within are:
The game sets allow you to make very quick changes to your selections by picking civs per game. For example, let's say you have selected all civs from TWC, TAD and NE, but lack those from the original AoE3. Then you could simply add all AoE3 civs at once by clicking the AoE3 game set icon. If you then click the same icon again, all AoE3 civs would be removed from your current selection. With these 4 icons you can build your full selection pretty quick. By the way, if more civs could be added through a set than remaining slots are available, the CoV will fill up your selection with civs from the set in alphabetical order (so Swiss have a bad chance then at the NE civ set).
Those are the sets:
I hope you enjoyed this first modding report after a long while! If you got any questions left on the Congress of Vienna, shoot me your questions right here!
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